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Haaaaaands
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@ -253,7 +253,7 @@ vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, const float time_of
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vec3 emission;
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float vapor = cloud_at(nearest, dist * t, emission).z;
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float strength = attenuation_strength(difference) * 10.0 * vapor;
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float strength = attenuation_strength(difference) * 0.1 * min(100.0 * vapor, 1);
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// Multiply the vec3 only once
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vec3 color = srgb_to_linear(L.light_col.rgb) * (strength * L.light_col.a);
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